Beyond 3.3 - Planet Sufaces - Graphics Degraded

I understand that Beyond 3.3 introduced changes to the graphics for planet surfaces (and the galaxy generally). The big change discussed in the FD livestreams was adaptive lighting which was said to have two main effects:

(a) colours on planet surfaces and elsewhere in the game would adapt to the environment (generally making them appear brighter and more vibrant from what I saw in the livestream);
(b) the dark side of planets would be really dark (requiring the introduction of night vision).

I personally don't have a complaint about either of these aims, although I was content with the colour changes introduced with Beyond 3.0. I didn't see the need to make them brighter. However, this is a matter of taste and I expected adjustments could be made using the in-game settings or graphics configuration override file. The fact that the dark side of planets was not dark was immersion breaking for me, so changing the lighting to make them remain dark on approach was a welcome change.

This brings me to the reason for this post. These changes to the graphics appear to have introduced a detrimental effect, which can be loosely described as a fog or blurring "curtain". The effect is obvious in VR at the start or end of the instance. Before the "curtain" appears or when it disappears, for a split second the planet surface graphics can be seen without fog or blurring (much like they were before Beyond 3.3 dropped). I think the "curtain" may be part of the colour balancing prototype which is sever-side based. However, whatever the cause, it stubbornly remains despite ANY changes I made through the in-game settings or graphics configuration override file (and I spend quite a few hours tinkering with both). It's almost like the "curtain" is baked in because changes I made to the filmic or ACES tone map settings in the graphics configuration override file had no effect. It was this "baked in" effect I believe may have led Dr Kaii to grey out the tone mapping option in EDProfiler after Beyond 3.3 was released.

So in short, I am massively disappointed with the lighting changes. For me the colours are too bright and washed out and the fog or blurring curtain is just plain horrible. The blurring effectively dumbs down the graphics settings. For example, I'm using a GTX 1080 Ti on ultra settings in game, but the appearance is more like medium or high, with the blurring contributing to the cartoon effect by removing detail. I would say it is so bad that it could almost be described as a bug. Please read this post and comment on the graphics (particularly the problems I've highlighted). Shout me down if you like, agree or provide your own insights, but as a VR user this development should be of some concern as VR users already take a hit on graphics.

PS: The "blurring curtain" is apparently a tinted overlay which has been the subject of complaint in the DD sub-forum. There's a link to that thread in my post below.
 
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I concur completely.
Graphically, the game looks "worse" in VR than it did previously. This is really disheartening. I wish someone, anyone, at Frontier would test/play the game in VR. Just load it up once, guys. Just once....
Play for an hour or two, in VR. See how (bad) it looks (and while you're doing this, you'll find many of the other bugs/kinks/glitches in VR)
I guess I'm old school; I take too much pride in my own work to put my name on something just to be embarrassed by it 24 hours later. Frontier is from the new school
 
I agree, but I’m hoping that VR will get a bit of love in some upcoming patch (I’m still seeing L/R eye discrepancies in a few situations).

The skybox looks worse to me, more blurry with the new colour filter, with a lot more godrays coming off individual stars. The stars seem more blob-like to me as well. Ship HUDs seem a bit fuzzier but altering my gamma and HUD brightness has helped a little with that.

The night vision is generally quite nice, but I don’t like the pulse effect which is linked to head direction. Hopefully something that can be fixed (along with cockpit smoke sprites which have once again become linked to head tilt after previously being fixed).

I’m also not keen on the switching on/off of the colour filter in certain situations - parked my ship on a dark side with its headlights on, drove the SRV in front of them which caused the entire landscape to illuminate in a white shade for a few seconds. Skybox tinting also goes bug’rup after using the galaxy map or hyperspacing.
 
I agree, but I’m hoping that VR will get a bit of love in some upcoming patch (I’m still seeing L/R eye discrepancies in a few situations).

The skybox looks worse to me, more blurry with the new colour filter, with a lot more godrays coming off individual stars. The stars seem more blob-like to me as well. Ship HUDs seem a bit fuzzier but altering my gamma and HUD brightness has helped a little with that.

The night vision is generally quite nice, but I don’t like the pulse effect which is linked to head direction. Hopefully something that can be fixed (along with cockpit smoke sprites which have once again become linked to head tilt after previously being fixed).

I’m also not keen on the switching on/off of the colour filter in certain situations - parked my ship on a dark side with its headlights on, drove the SRV in front of them which caused the entire landscape to illuminate in a white shade for a few seconds. Skybox tinting also goes bug’rup after using the galaxy map or hyperspacing.

The stories just get worse. Take a look at the following thread for some more lighting tales of woe :)

https://forums.frontier.co.uk/showt...light-tints-background-skybox-Lighting-issues
 
graphics configuration override file had no effect.

There are quite a few settings that cannot be altered in the override. These have to be changed in the GraphicsConfiguration.xml proper, in the main game directory. The 'HDRNode' and 'HDRNode_Reference' variables seem to be of this type, for example.
 
There are quite a few settings that cannot be altered in the override. These have to be changed in the GraphicsConfiguration.xml proper, in the main game directory. The 'HDRNode' and 'HDRNode_Reference' variables seem to be of this type, for example.

No, the HDR Node Reference settings have always been able to be changed in the override file. This was how Dr Kaii implemented the tone mapping custom tool in EDProfiler which worked fine before 3.3. The update seems to have killed this and the tool is currently greyed out, but Dr Kaii has said he is going to take another swing at it in a few weeks when he has more time.

@Morbad - PS. On reflection, this may well have changed with 3.3 (given the prototype setting is new and the EDProfiler tone mapping tool pre-dates the update). :)
 
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